- As with other 2D fighters, DNF Duel uses Numpad Notation.
- = Standard A
- = Standard B
- = Skill
- = MP Skill
- = Awakening Skill
- = Guard
Special moves used more then one directional input but can only be performed with MP skills
- = 236MS
- = 623MS
Hold or = Walk
- The most basic movement option. The character approaches or retreats from the opponent slowly.
Hold or or = Crouch
- Put the character in a crouching position, lowering their hurtboxes. Note that the hurtboxes don't shrink immediately; the character can still be hit by moves normally whiffing on crouchers until they actually crouch.
= Dash (or Step)
- Dashes move the character forward at a greater speed than walking. Most characters can run; hold the second to do so.
- Backdashes move the character back a preset distance. There is a brief period of invincibility starting from the very first frame, making it handy against certain attacks.
- Makes the character jump into the air. Pressing or will have them jump backward or forward respectively. There are a few frames during which the character stays on the ground before they actually jump; they are invulnerable to throws at this time, but can still be hit by strikes and projectiles.
(In Air) = Double Jump
- Exclusive to Kunoichi
- Jump again while in the air. Alternatively you can press or to double jump in the specified direction.
Gatling combinations vary greatly character to character but currently the known gatlings are:
- Useful for hit confirming but the can make it hard to follow up with certain skills.
- In order to perform a throw, input + while next to the opponent to throw them forwards or + to throw them backwards.
Throws are strong tools against opponents who have been conditioned into blocking for too long. However, using a throw while out of range triggers a vulnerable whiff animation.
- In order to perform a throw tech, input + as the opponent initiates a throw.
Performed by pressing + when the character has any amount of White Life. This consumes all white life remaining plus a small amount of real life to cancel your character's current action and return them to a neutral state.
Performed by pressing and a direction together (including ). Skills function in a variety of ways depending on the character. Some skills function closer to normals while others have special properties.
Performed by pressing and a direction together (including ). Each MP skill costs varying amounts of MP to use and pauses MP regeneration briefly when used. They cannot be used when exhausted, but can still be used without enough MP in stock as long as a character has at least 1 MP remaining. This uses all remaining MP and puts the character in exhaustion.
Most MP Skills can also be input with a "technical" full motion e.g. + can also be input with +. Using the full motion causes MP to begin regenerating sooner than when input normally.
Performed by pressing . A very powerful attack that can only be used once a round, and only after a character activates Awakening. While it deals high damage, it has no invulnerability and using it turns off your character's Passive Skill for the rest of the round.
Hold / to block high, or /+ to block low.
- High block will not block lows.
- Low block will not block overheads, such as jumping attacks.
- You cannot block in the air.
Performed by inputting +. This moves you forward while avoiding attacks, but is vulnerable to throws.
Performed by pressing ++ while blocking. An invincible attack that launches the opponent away on hit. It costs 100 MP and cannot be performed without at least 100 MP.
A special powered-up state that automatically activates when characters reach low health, visually indicated by the larger section at the end of the health bars. This activates your character's Passive Skill and enables the use of their Awakening Skill. Healing white life back above the Awakening threshold does not disable Awakening.
MP Skills deal a small portion of their damage as white life when blocked. Normals, Skills, and throws leave 50% of their damage as white life on hit. This life does not count as "real health" as your character will be K.O.'d if they run out of normal health, but it slowly turns back into real health over time while your character is not in blockstun or hitstun. MP Skills deal all of their damage as real health damage and remove all white life on hit, represented by a Critical Hit system message. White life is also consumed to use Conversion.
A temporary negative state that occurs if a character reaches 0 MP. MP Skills are not usable while exhausted, and MP does not regen until enough time has passed for exhaustion to wear off.
- A clash occurs when the hitboxes of both players' strikes connect with one another.
Click [★] for character's full frame data